These updates are amortized over multiple frames, providing efficient support for many dynamic lights and multi-bounce global illumination. High-poly meshes in particular, need to be using Nanite to have efficient captures.Īfter the Surface Cache is populated with material properties, Lumen calculates direct and indirect lighting for these surface positions. Nanite accelerates the mesh captures used to keep the Surface Cache in sync with the triangle scene. These capture positions (called Cards) are generated offline for each mesh. Lumen captures the material properties for each mesh from multiple angles. It is used to quickly look up lighting at ray hit points in the scene. Lumen generates an automatic parameterization of the nearby scene's surfaces called the Surface Cache. The engine's Epic scalability level produces around 8 milliseconds (ms) on next-generation consoles for global illumination and reflections at 1080p internal resolution, relying on Temporal Super Resolution to output at quality approaching native 4k. Lumen's secondary focus is on clean indoor lighting at 30 fps on next-generation consoles. The engine's High scalability level contains settings for Lumen targeting 60 fps. Lumen's Global Illumination and Reflections primary shipping target is to support large, open worlds running at 60 frames per second (fps) on next-generation consoles.
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